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@@ -1,4 +1,5 @@
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-using Ryujinx.Common.Logging;
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+using Ryujinx.Common;
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+using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
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using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
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using Ryujinx.HLE.HOS.Services.Am.AppletAE;
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using Ryujinx.HLE.HOS.Services.Am.AppletAE;
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using System;
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using System;
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@@ -14,31 +15,41 @@ namespace Ryujinx.HLE.HOS.Applets
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{
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{
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private const string DefaultText = "Ryujinx";
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private const string DefaultText = "Ryujinx";
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+ private const long DebounceTimeMillis = 200;
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+ private const int ResetDelayMillis = 500;
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+
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private readonly Switch _device;
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private readonly Switch _device;
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private const int StandardBufferSize = 0x7D8;
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private const int StandardBufferSize = 0x7D8;
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private const int InteractiveBufferSize = 0x7D4;
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private const int InteractiveBufferSize = 0x7D4;
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+ private const int MaxUserWords = 0x1388;
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- private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
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+ private SoftwareKeyboardState _foregroundState = SoftwareKeyboardState.Uninitialized;
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+ private volatile InlineKeyboardState _backgroundState = InlineKeyboardState.Uninitialized;
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private bool _isBackground = false;
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private bool _isBackground = false;
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+ private bool _alreadyShown = false;
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+ private volatile bool _useChangedStringV2 = false;
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private AppletSession _normalSession;
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private AppletSession _normalSession;
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private AppletSession _interactiveSession;
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private AppletSession _interactiveSession;
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- // Configuration for foreground mode
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- private SoftwareKeyboardConfig _keyboardFgConfig;
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- private SoftwareKeyboardCalc _keyboardCalc;
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- private SoftwareKeyboardDictSet _keyboardDict;
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+ // Configuration for foreground mode.
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+ private SoftwareKeyboardConfig _keyboardForegroundConfig;
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- // Configuration for background mode
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- private SoftwareKeyboardInitialize _keyboardBgInitialize;
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+ // Configuration for background (inline) mode.
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+ private SoftwareKeyboardInitialize _keyboardBackgroundInitialize;
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+ private SoftwareKeyboardCalc _keyboardBackgroundCalc;
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+ private SoftwareKeyboardCustomizeDic _keyboardBackgroundDic;
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+ private SoftwareKeyboardDictSet _keyboardBackgroundDictSet;
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+ private SoftwareKeyboardUserWord[] _keyboardBackgroundUserWords;
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private byte[] _transferMemory;
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private byte[] _transferMemory;
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- private string _textValue = null;
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+ private string _textValue = "";
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private bool _okPressed = false;
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private bool _okPressed = false;
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private Encoding _encoding = Encoding.Unicode;
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private Encoding _encoding = Encoding.Unicode;
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+ private long _lastTextSetMillis = 0;
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public event EventHandler AppletStateChanged;
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public event EventHandler AppletStateChanged;
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@@ -55,22 +66,27 @@ namespace Ryujinx.HLE.HOS.Applets
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_interactiveSession.DataAvailable += OnInteractiveData;
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_interactiveSession.DataAvailable += OnInteractiveData;
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+ _alreadyShown = false;
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+ _useChangedStringV2 = false;
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+
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var launchParams = _normalSession.Pop();
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var launchParams = _normalSession.Pop();
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var keyboardConfig = _normalSession.Pop();
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var keyboardConfig = _normalSession.Pop();
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- // TODO: A better way would be handling the background creation properly
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- // in LibraryAppleCreator / Acessor instead of guessing by size.
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if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
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if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
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{
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{
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+ // Initialize the keyboard applet in background mode.
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+
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_isBackground = true;
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_isBackground = true;
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- _keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
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- _state = SoftwareKeyboardState.Uninitialized;
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+ _keyboardBackgroundInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
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+ _backgroundState = InlineKeyboardState.Uninitialized;
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return ResultCode.Success;
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return ResultCode.Success;
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}
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}
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else
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else
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{
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{
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+ // Initialize the keyboard applet in foreground mode.
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+
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_isBackground = false;
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_isBackground = false;
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if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
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if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
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@@ -79,7 +95,7 @@ namespace Ryujinx.HLE.HOS.Applets
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}
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}
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else
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else
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{
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{
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- _keyboardFgConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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+ _keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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}
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}
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if (!_normalSession.TryPop(out _transferMemory))
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if (!_normalSession.TryPop(out _transferMemory))
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@@ -87,12 +103,12 @@ namespace Ryujinx.HLE.HOS.Applets
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Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
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Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
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}
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}
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- if (_keyboardFgConfig.UseUtf8)
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+ if (_keyboardForegroundConfig.UseUtf8)
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{
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{
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_encoding = Encoding.UTF8;
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_encoding = Encoding.UTF8;
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}
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}
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- _state = SoftwareKeyboardState.Ready;
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+ _foregroundState = SoftwareKeyboardState.Ready;
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ExecuteForegroundKeyboard();
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ExecuteForegroundKeyboard();
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@@ -105,32 +121,44 @@ namespace Ryujinx.HLE.HOS.Applets
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return ResultCode.Success;
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return ResultCode.Success;
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}
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}
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+ private InlineKeyboardState GetInlineState()
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+ {
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+ return _backgroundState;
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+ }
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+
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+ private void SetInlineState(InlineKeyboardState state)
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+ {
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+ _backgroundState = state;
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+ }
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+
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private void ExecuteForegroundKeyboard()
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private void ExecuteForegroundKeyboard()
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{
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{
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string initialText = null;
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string initialText = null;
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// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
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// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
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// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
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// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
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- if (_transferMemory != null && _keyboardFgConfig.InitialStringLength > 0)
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+ if (_transferMemory != null && _keyboardForegroundConfig.InitialStringLength > 0)
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{
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{
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- initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength);
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+ initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardForegroundConfig.InitialStringOffset,
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+ 2 * _keyboardForegroundConfig.InitialStringLength);
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}
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}
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// If the max string length is 0, we set it to a large default
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// If the max string length is 0, we set it to a large default
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// length.
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// length.
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- if (_keyboardFgConfig.StringLengthMax == 0)
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+ if (_keyboardForegroundConfig.StringLengthMax == 0)
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{
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{
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- _keyboardFgConfig.StringLengthMax = 100;
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+ _keyboardForegroundConfig.StringLengthMax = 100;
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}
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}
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var args = new SoftwareKeyboardUiArgs
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var args = new SoftwareKeyboardUiArgs
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{
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{
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- HeaderText = _keyboardFgConfig.HeaderText,
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- SubtitleText = _keyboardFgConfig.SubtitleText,
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- GuideText = _keyboardFgConfig.GuideText,
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- SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"),
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- StringLengthMin = _keyboardFgConfig.StringLengthMin,
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- StringLengthMax = _keyboardFgConfig.StringLengthMax,
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+ HeaderText = _keyboardForegroundConfig.HeaderText,
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+ SubtitleText = _keyboardForegroundConfig.SubtitleText,
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+ GuideText = _keyboardForegroundConfig.GuideText,
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+ SubmitText = (!string.IsNullOrWhiteSpace(_keyboardForegroundConfig.SubmitText) ?
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+ _keyboardForegroundConfig.SubmitText : "OK"),
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+ StringLengthMin = _keyboardForegroundConfig.StringLengthMin,
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+ StringLengthMax = _keyboardForegroundConfig.StringLengthMax,
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InitialText = initialText
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InitialText = initialText
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};
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};
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@@ -151,26 +179,26 @@ namespace Ryujinx.HLE.HOS.Applets
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// than our default text, repeat our default text until we meet
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// than our default text, repeat our default text until we meet
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// the minimum length requirement.
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// the minimum length requirement.
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// This should always be done before the text truncation step.
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// This should always be done before the text truncation step.
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- while (_textValue.Length < _keyboardFgConfig.StringLengthMin)
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+ while (_textValue.Length < _keyboardForegroundConfig.StringLengthMin)
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{
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{
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_textValue = String.Join(" ", _textValue, _textValue);
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_textValue = String.Join(" ", _textValue, _textValue);
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}
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}
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// If our default text is longer than the allowed length,
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// If our default text is longer than the allowed length,
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// we truncate it.
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// we truncate it.
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- if (_textValue.Length > _keyboardFgConfig.StringLengthMax)
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+ if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
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{
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{
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- _textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax);
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+ _textValue = _textValue.Substring(0, (int)_keyboardForegroundConfig.StringLengthMax);
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}
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}
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// Does the application want to validate the text itself?
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// Does the application want to validate the text itself?
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- if (_keyboardFgConfig.CheckText)
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+ if (_keyboardForegroundConfig.CheckText)
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{
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{
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// The application needs to validate the response, so we
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// The application needs to validate the response, so we
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// submit it to the interactive output buffer, and poll it
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// submit it to the interactive output buffer, and poll it
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// for validation. Once validated, the application will submit
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// for validation. Once validated, the application will submit
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// back a validation status, which is handled in OnInteractiveDataPushIn.
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// back a validation status, which is handled in OnInteractiveDataPushIn.
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- _state = SoftwareKeyboardState.ValidationPending;
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+ _foregroundState = SoftwareKeyboardState.ValidationPending;
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_interactiveSession.Push(BuildResponse(_textValue, true));
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_interactiveSession.Push(BuildResponse(_textValue, true));
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}
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}
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@@ -179,7 +207,7 @@ namespace Ryujinx.HLE.HOS.Applets
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// If the application doesn't need to validate the response,
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// If the application doesn't need to validate the response,
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// we push the data to the non-interactive output buffer
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// we push the data to the non-interactive output buffer
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// and poll it for completion.
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// and poll it for completion.
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- _state = SoftwareKeyboardState.Complete;
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+ _foregroundState = SoftwareKeyboardState.Complete;
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_normalSession.Push(BuildResponse(_textValue, false));
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_normalSession.Push(BuildResponse(_textValue, false));
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@@ -204,7 +232,7 @@ namespace Ryujinx.HLE.HOS.Applets
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private void OnForegroundInteractiveData(byte[] data)
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private void OnForegroundInteractiveData(byte[] data)
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{
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{
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- if (_state == SoftwareKeyboardState.ValidationPending)
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+ if (_foregroundState == SoftwareKeyboardState.ValidationPending)
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{
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{
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// TODO(jduncantor):
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// TODO(jduncantor):
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// If application rejects our "attempt", submit another attempt,
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// If application rejects our "attempt", submit another attempt,
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@@ -216,9 +244,9 @@ namespace Ryujinx.HLE.HOS.Applets
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AppletStateChanged?.Invoke(this, null);
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AppletStateChanged?.Invoke(this, null);
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- _state = SoftwareKeyboardState.Complete;
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+ _foregroundState = SoftwareKeyboardState.Complete;
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}
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}
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- else if(_state == SoftwareKeyboardState.Complete)
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+ else if(_foregroundState == SoftwareKeyboardState.Complete)
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{
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{
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// If we have already completed, we push the result text
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// If we have already completed, we push the result text
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// back on the output buffer and poll the application.
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// back on the output buffer and poll the application.
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@@ -242,142 +270,278 @@ namespace Ryujinx.HLE.HOS.Applets
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using (MemoryStream stream = new MemoryStream(data))
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using (MemoryStream stream = new MemoryStream(data))
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using (BinaryReader reader = new BinaryReader(stream))
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using (BinaryReader reader = new BinaryReader(stream))
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{
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{
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- var request = (InlineKeyboardRequest)reader.ReadUInt32();
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-
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+ InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32();
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+ InlineKeyboardState state = GetInlineState();
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long remaining;
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long remaining;
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- // Always show the keyboard if the state is 'Ready'.
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- bool showKeyboard = _state == SoftwareKeyboardState.Ready;
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+ Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {state}");
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switch (request)
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switch (request)
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{
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{
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- case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc
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- _interactiveSession.Push(InlineResponses.Default());
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- break;
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case InlineKeyboardRequest.UseChangedStringV2:
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case InlineKeyboardRequest.UseChangedStringV2:
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- // Not used because we only send the entire string after confirmation.
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- _interactiveSession.Push(InlineResponses.Default());
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+ _useChangedStringV2 = true;
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break;
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break;
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case InlineKeyboardRequest.UseMovedCursorV2:
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case InlineKeyboardRequest.UseMovedCursorV2:
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- // Not used because we only send the entire string after confirmation.
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- _interactiveSession.Push(InlineResponses.Default());
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+ // Not used because we only reply with the final string.
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+ break;
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+ case InlineKeyboardRequest.SetUserWordInfo:
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+ // Read the user word info data.
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+ remaining = stream.Length - stream.Position;
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+ if (remaining < sizeof(int))
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+ {
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+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes");
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+ }
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+ else
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+ {
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+ int wordsCount = reader.ReadInt32();
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+ int wordSize = Marshal.SizeOf<SoftwareKeyboardUserWord>();
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+ remaining = stream.Length - stream.Position;
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+
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+ if (wordsCount > MaxUserWords)
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+ {
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+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}");
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+ }
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+ else if (wordsCount * wordSize != remaining)
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+ {
|
|
|
|
|
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words");
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ _keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount];
|
|
|
|
|
+
|
|
|
|
|
+ for (int word = 0; word < wordsCount; word++)
|
|
|
|
|
+ {
|
|
|
|
|
+ byte[] wordData = reader.ReadBytes(wordSize);
|
|
|
|
|
+ _keyboardBackgroundUserWords[word] = ReadStruct<SoftwareKeyboardUserWord>(wordData);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(state));
|
|
|
break;
|
|
break;
|
|
|
case InlineKeyboardRequest.SetCustomizeDic:
|
|
case InlineKeyboardRequest.SetCustomizeDic:
|
|
|
|
|
+ // Read the custom dic data.
|
|
|
|
|
+ remaining = stream.Length - stream.Position;
|
|
|
|
|
+ if (remaining != Marshal.SizeOf<SoftwareKeyboardCustomizeDic>())
|
|
|
|
|
+ {
|
|
|
|
|
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes");
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ var keyboardDicData = reader.ReadBytes((int)remaining);
|
|
|
|
|
+ _keyboardBackgroundDic = ReadStruct<SoftwareKeyboardCustomizeDic>(keyboardDicData);
|
|
|
|
|
+ }
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.UnsetCustomizeDic(state));
|
|
|
|
|
+ break;
|
|
|
|
|
+ case InlineKeyboardRequest.SetCustomizedDictionaries:
|
|
|
|
|
+ // Read the custom dictionaries data.
|
|
|
remaining = stream.Length - stream.Position;
|
|
remaining = stream.Length - stream.Position;
|
|
|
if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
|
|
if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
|
|
|
{
|
|
{
|
|
|
- Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
|
|
|
|
|
|
|
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
|
|
|
}
|
|
}
|
|
|
else
|
|
else
|
|
|
{
|
|
{
|
|
|
var keyboardDictData = reader.ReadBytes((int)remaining);
|
|
var keyboardDictData = reader.ReadBytes((int)remaining);
|
|
|
- _keyboardDict = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
|
|
|
|
|
|
|
+ _keyboardBackgroundDictSet = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
|
|
|
}
|
|
}
|
|
|
- _interactiveSession.Push(InlineResponses.Default());
|
|
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.UnsetCustomizedDictionaries(state));
|
|
|
break;
|
|
break;
|
|
|
case InlineKeyboardRequest.Calc:
|
|
case InlineKeyboardRequest.Calc:
|
|
|
- // Put the keyboard in a Ready state, this will force showing
|
|
|
|
|
- _state = SoftwareKeyboardState.Ready;
|
|
|
|
|
|
|
+ // The Calc request tells the Applet to enter the main input handling loop, which will end
|
|
|
|
|
+ // with either a text being submitted or a cancel request from the user.
|
|
|
|
|
+
|
|
|
|
|
+ // NOTE: Some Calc requests happen early in the process and are not meant to be shown. This possibly
|
|
|
|
|
+ // happens because the game has complete control over when the inline keyboard is drawn, but here it
|
|
|
|
|
+ // would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to
|
|
|
|
|
+ // decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to
|
|
|
|
|
+ // never happen twice, so the keyboard will always show if it has already been shown before.
|
|
|
|
|
+ bool forceShowKeyboard = _alreadyShown;
|
|
|
|
|
+ _alreadyShown = true;
|
|
|
|
|
+
|
|
|
|
|
+ // Read the Calc data.
|
|
|
remaining = stream.Length - stream.Position;
|
|
remaining = stream.Length - stream.Position;
|
|
|
if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
|
|
if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
|
|
|
{
|
|
{
|
|
|
- Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!");
|
|
|
|
|
|
|
+ Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
|
|
|
}
|
|
}
|
|
|
else
|
|
else
|
|
|
{
|
|
{
|
|
|
var keyboardCalcData = reader.ReadBytes((int)remaining);
|
|
var keyboardCalcData = reader.ReadBytes((int)remaining);
|
|
|
- _keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
|
|
|
|
|
|
|
+ _keyboardBackgroundCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
|
|
|
|
|
|
|
|
- if (_keyboardCalc.Utf8Mode == 0x1)
|
|
|
|
|
|
|
+ // Check if the application expects UTF8 encoding instead of UTF16.
|
|
|
|
|
+ if (_keyboardBackgroundCalc.UseUtf8)
|
|
|
{
|
|
{
|
|
|
_encoding = Encoding.UTF8;
|
|
_encoding = Encoding.UTF8;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// Force showing the keyboard regardless of the state, an unwanted
|
|
// Force showing the keyboard regardless of the state, an unwanted
|
|
|
// input dialog may show, but it is better than a soft lock.
|
|
// input dialog may show, but it is better than a soft lock.
|
|
|
- if (_keyboardCalc.Appear.ShouldBeHidden == 0)
|
|
|
|
|
|
|
+ if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0)
|
|
|
{
|
|
{
|
|
|
- showKeyboard = true;
|
|
|
|
|
|
|
+ forceShowKeyboard = true;
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
// Send an initialization finished signal.
|
|
// Send an initialization finished signal.
|
|
|
- _interactiveSession.Push(InlineResponses.FinishedInitialize());
|
|
|
|
|
|
|
+ state = InlineKeyboardState.Ready;
|
|
|
|
|
+ SetInlineState(state);
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.FinishedInitialize(state));
|
|
|
// Start a task with the GUI handler to get user's input.
|
|
// Start a task with the GUI handler to get user's input.
|
|
|
- new Task(() =>
|
|
|
|
|
- {
|
|
|
|
|
- bool submit = true;
|
|
|
|
|
- string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText);
|
|
|
|
|
-
|
|
|
|
|
- // Call the configured GUI handler to get user's input.
|
|
|
|
|
- if (!showKeyboard)
|
|
|
|
|
- {
|
|
|
|
|
- // Submit the default text to avoid soft locking if the keyboard was ignored by
|
|
|
|
|
- // accident. It's better to change the name than being locked out of the game.
|
|
|
|
|
- submit = true;
|
|
|
|
|
- inputText = DefaultText;
|
|
|
|
|
-
|
|
|
|
|
- Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
|
|
|
|
|
- }
|
|
|
|
|
- else if (_device.UiHandler == null)
|
|
|
|
|
- {
|
|
|
|
|
- Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- var args = new SoftwareKeyboardUiArgs
|
|
|
|
|
- {
|
|
|
|
|
- HeaderText = "", // The inline keyboard lacks these texts
|
|
|
|
|
- SubtitleText = "",
|
|
|
|
|
- GuideText = "",
|
|
|
|
|
- SubmitText = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"),
|
|
|
|
|
- StringLengthMin = 0,
|
|
|
|
|
- StringLengthMax = 100,
|
|
|
|
|
- InitialText = inputText
|
|
|
|
|
- };
|
|
|
|
|
-
|
|
|
|
|
- submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (submit)
|
|
|
|
|
- {
|
|
|
|
|
- Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK...");
|
|
|
|
|
-
|
|
|
|
|
- if (_encoding == Encoding.UTF8)
|
|
|
|
|
- {
|
|
|
|
|
- _interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText));
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- _interactiveSession.Push(InlineResponses.DecidedEnter(inputText));
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel...");
|
|
|
|
|
- _interactiveSession.Push(InlineResponses.DecidedCancel());
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // TODO: Why is this necessary? Does the software expect a constant stream of responses?
|
|
|
|
|
- Thread.Sleep(500);
|
|
|
|
|
-
|
|
|
|
|
- Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard...");
|
|
|
|
|
- _interactiveSession.Push(InlineResponses.Default());
|
|
|
|
|
- }).Start();
|
|
|
|
|
|
|
+ new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start();
|
|
|
break;
|
|
break;
|
|
|
case InlineKeyboardRequest.Finalize:
|
|
case InlineKeyboardRequest.Finalize:
|
|
|
- // The game wants to close the keyboard applet and will wait for a state change.
|
|
|
|
|
- _state = SoftwareKeyboardState.Uninitialized;
|
|
|
|
|
|
|
+ // The calling process wants to close the keyboard applet and will wait for a state change.
|
|
|
|
|
+ _backgroundState = InlineKeyboardState.Uninitialized;
|
|
|
AppletStateChanged?.Invoke(this, null);
|
|
AppletStateChanged?.Invoke(this, null);
|
|
|
break;
|
|
break;
|
|
|
default:
|
|
default:
|
|
|
// We shouldn't be able to get here through standard swkbd execution.
|
|
// We shouldn't be able to get here through standard swkbd execution.
|
|
|
- Logger.Error?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_state}!");
|
|
|
|
|
- _interactiveSession.Push(InlineResponses.Default());
|
|
|
|
|
|
|
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}");
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.Default(state));
|
|
|
break;
|
|
break;
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
+ private void GetInputTextAndSend(bool forceShowKeyboard, InlineKeyboardState oldState)
|
|
|
|
|
+ {
|
|
|
|
|
+ bool submit = true;
|
|
|
|
|
+
|
|
|
|
|
+ // Use the text specified by the Calc if it is available, otherwise use the default one.
|
|
|
|
|
+ string inputText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.InputText) ?
|
|
|
|
|
+ _keyboardBackgroundCalc.InputText : DefaultText);
|
|
|
|
|
+
|
|
|
|
|
+ // Compute the elapsed time for the debouncing algorithm.
|
|
|
|
|
+ long currentMillis = PerformanceCounter.ElapsedMilliseconds;
|
|
|
|
|
+ long inputElapsedMillis = currentMillis - _lastTextSetMillis;
|
|
|
|
|
+
|
|
|
|
|
+ // Reset the input text before submitting the final result, that's because some games do not expect
|
|
|
|
|
+ // consecutive submissions to abruptly shrink and they will crash if it happens. Changing the string
|
|
|
|
|
+ // before the final submission prevents that.
|
|
|
|
|
+ InlineKeyboardState newState = InlineKeyboardState.DataAvailable;
|
|
|
|
|
+ SetInlineState(newState);
|
|
|
|
|
+ ChangedString("", newState);
|
|
|
|
|
+
|
|
|
|
|
+ if (inputElapsedMillis < DebounceTimeMillis)
|
|
|
|
|
+ {
|
|
|
|
|
+ // A repeated Calc request has been received without player interaction, after the input has been
|
|
|
|
|
+ // sent. This behavior happens in some games, so instead of showing another dialog, just apply a
|
|
|
|
|
+ // time-based debouncing algorithm and repeat the last submission, either a value or a cancel.
|
|
|
|
|
+ inputText = _textValue;
|
|
|
|
|
+ submit = _textValue != null;
|
|
|
|
|
+
|
|
|
|
|
+ Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request");
|
|
|
|
|
+ }
|
|
|
|
|
+ else if (!forceShowKeyboard)
|
|
|
|
|
+ {
|
|
|
|
|
+ // Submit the default text to avoid soft locking if the keyboard was ignored by
|
|
|
|
|
+ // accident. It's better to change the name than being locked out of the game.
|
|
|
|
|
+ inputText = DefaultText;
|
|
|
|
|
+
|
|
|
|
|
+ Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
|
|
|
|
|
+ }
|
|
|
|
|
+ else if (_device.UiHandler == null)
|
|
|
|
|
+ {
|
|
|
|
|
+ Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ // Call the configured GUI handler to get user's input.
|
|
|
|
|
+ var args = new SoftwareKeyboardUiArgs
|
|
|
|
|
+ {
|
|
|
|
|
+ HeaderText = "", // The inline keyboard lacks these texts
|
|
|
|
|
+ SubtitleText = "",
|
|
|
|
|
+ GuideText = "",
|
|
|
|
|
+ SubmitText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.Appear.OkText) ?
|
|
|
|
|
+ _keyboardBackgroundCalc.Appear.OkText : "OK"),
|
|
|
|
|
+ StringLengthMin = 0,
|
|
|
|
|
+ StringLengthMax = 100,
|
|
|
|
|
+ InitialText = inputText
|
|
|
|
|
+ };
|
|
|
|
|
+
|
|
|
|
|
+ submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
|
|
|
|
|
+ inputText = submit ? inputText : null;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // The 'Complete' state indicates the Calc request has been fulfilled by the applet.
|
|
|
|
|
+ newState = InlineKeyboardState.Complete;
|
|
|
|
|
+
|
|
|
|
|
+ if (submit)
|
|
|
|
|
+ {
|
|
|
|
|
+ Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK");
|
|
|
|
|
+ DecidedEnter(inputText, newState);
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel");
|
|
|
|
|
+ DecidedCancel(newState);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.Default(newState));
|
|
|
|
|
+
|
|
|
|
|
+ // The constant calls to PopInteractiveData suggest that the keyboard applet continuously reports
|
|
|
|
|
+ // data back to the application and this can also be time-sensitive. Pushing a state reset right
|
|
|
|
|
+ // after the data has been sent does not work properly and the application will soft-lock. This
|
|
|
|
|
+ // delay gives time for the application to catch up with the data and properly process the state
|
|
|
|
|
+ // reset.
|
|
|
|
|
+ Thread.Sleep(ResetDelayMillis);
|
|
|
|
|
+
|
|
|
|
|
+ // 'Initialized' is the only known state so far that does not soft-lock the keyboard after use.
|
|
|
|
|
+ newState = InlineKeyboardState.Initialized;
|
|
|
|
|
+
|
|
|
|
|
+ Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {newState}");
|
|
|
|
|
+
|
|
|
|
|
+ SetInlineState(newState);
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.Default(newState));
|
|
|
|
|
+
|
|
|
|
|
+ // Keep the text and the timestamp of the input for the debouncing algorithm.
|
|
|
|
|
+ _textValue = inputText;
|
|
|
|
|
+ _lastTextSetMillis = PerformanceCounter.ElapsedMilliseconds;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ private void ChangedString(string text, InlineKeyboardState state)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (_encoding == Encoding.UTF8)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (_useChangedStringV2)
|
|
|
|
|
+ {
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.ChangedStringUtf8V2(text, state));
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.ChangedStringUtf8(text, state));
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ if (_useChangedStringV2)
|
|
|
|
|
+ {
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.ChangedStringV2(text, state));
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.ChangedString(text, state));
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ private void DecidedEnter(string text, InlineKeyboardState state)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (_encoding == Encoding.UTF8)
|
|
|
|
|
+ {
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.DecidedEnterUtf8(text, state));
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.DecidedEnter(text, state));
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ private void DecidedCancel(InlineKeyboardState state)
|
|
|
|
|
+ {
|
|
|
|
|
+ _interactiveSession.Push(InlineResponses.DecidedCancel(state));
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
private byte[] BuildResponse(string text, bool interactive)
|
|
private byte[] BuildResponse(string text, bool interactive)
|
|
|
{
|
|
{
|
|
|
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
|
|
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
|